https://www.youtube.com/watch?v=yrh5VnV4jOU
Byron is only a little hungry, this time. Luckily, Jym is just a little guy. Jym thought Byron was bringing him into his shed for some nose-related fun, but he soon found out Byron's true intentions.
The first-person point of view version of this is coming soon, as well as download links for the interactive version (I have a few things left to do).
Like this? Want to see more? These take an incredible amount of time and effort and donations are very much appreciated! You can donate through PayPal here: http://www.paypal.com/cgi-bin/websc.....=P4RSZMGQ9HGV4
The sound is provided by
chemicalcrux. Go check him out. :D
Byron is only a little hungry, this time. Luckily, Jym is just a little guy. Jym thought Byron was bringing him into his shed for some nose-related fun, but he soon found out Byron's true intentions.
The first-person point of view version of this is coming soon, as well as download links for the interactive version (I have a few things left to do).
Like this? Want to see more? These take an incredible amount of time and effort and donations are very much appreciated! You can donate through PayPal here: http://www.paypal.com/cgi-bin/websc.....=P4RSZMGQ9HGV4
The sound is provided by
chemicalcrux. Go check him out. :D
Category Other / Vore
Species Weasel
Size 512 x 512px
File Size 277.7 kB
Listed in Folders
Just figured I didn't answer this yet, so here I go!
The renderer I'm using (Furryball, old version) is a realtime renderer that has an extremely limited feature set. Just like in Unity, it uses a rasterized render that uses the DirectX11 API.
The first thing I'd recommend is perhaps finding a function that would smooth out your polys a bit. Especially the close ups of your larger character tend to look quite edgy at times. A high poly mesh will not just give you a more organic look, but also give your lighting and texturing work a little more definition. Regarding the shading I'd not recommend to use a rimlight shader on the whole character, but rather certain areas that are supposed to have a more glossy appearance. Keep it for the mouth and tongue, also add some bump maps to these parts so they get some structure!
In terms of lighting you can probably get a lot more out of your scene! The scenes in my gallery only utilize spot and pointlights that are set by hand. You should get a fantastic look by first setting one spotlight for the sun, let it cast shadows and start paying attention to the illuminated areas and their color. Now, start manually placing point lights in these areas that cast no shadows, but have a decent dropoff (or distance fadeout). These will be your global illumination lights that light the scene with a bit more realism. For example...
Look at your main spotlight, how it hits the floor on which your character is lying on. But a pointlight directly into (below) the floor and let it have the same color that your floor has. Place many of these lights in your scene and you'll get that soft type of lighting that you can also see in this scene: http://www.furaffinity.net/view/14932941/ See how the blue pillow becomes a light source on its own from the bright sunlight it reflects, and how it illuminates the area around itself. It's all done by simply putting a blue point light into the pillow. Apply this to every object and character for a much more sophisticated look. Using ambient occlusion will additionally give you some detail in your shadows, but I see you're already making use of this effect!
In terms of dynamics I'd recommend to have the tree in front of the window lightly moving from one side to another. Dynamic shadows can really look great in animated form and definitely help you with the immersion!
The renderer I'm using (Furryball, old version) is a realtime renderer that has an extremely limited feature set. Just like in Unity, it uses a rasterized render that uses the DirectX11 API.
The first thing I'd recommend is perhaps finding a function that would smooth out your polys a bit. Especially the close ups of your larger character tend to look quite edgy at times. A high poly mesh will not just give you a more organic look, but also give your lighting and texturing work a little more definition. Regarding the shading I'd not recommend to use a rimlight shader on the whole character, but rather certain areas that are supposed to have a more glossy appearance. Keep it for the mouth and tongue, also add some bump maps to these parts so they get some structure!
In terms of lighting you can probably get a lot more out of your scene! The scenes in my gallery only utilize spot and pointlights that are set by hand. You should get a fantastic look by first setting one spotlight for the sun, let it cast shadows and start paying attention to the illuminated areas and their color. Now, start manually placing point lights in these areas that cast no shadows, but have a decent dropoff (or distance fadeout). These will be your global illumination lights that light the scene with a bit more realism. For example...
Look at your main spotlight, how it hits the floor on which your character is lying on. But a pointlight directly into (below) the floor and let it have the same color that your floor has. Place many of these lights in your scene and you'll get that soft type of lighting that you can also see in this scene: http://www.furaffinity.net/view/14932941/ See how the blue pillow becomes a light source on its own from the bright sunlight it reflects, and how it illuminates the area around itself. It's all done by simply putting a blue point light into the pillow. Apply this to every object and character for a much more sophisticated look. Using ambient occlusion will additionally give you some detail in your shadows, but I see you're already making use of this effect!
In terms of dynamics I'd recommend to have the tree in front of the window lightly moving from one side to another. Dynamic shadows can really look great in animated form and definitely help you with the immersion!
Thanks for the tips. One reason I didn't want to overdo it on point lights is I'm trying to squeeze the most performance I can out of it for Oculus. That's why I didn't use a lot of the full screen effects I used on older animations as well. As for the tree, I wish it did move, but the whole scene is scaled up, so I couldn't use Unity's terrain trees with wind since the tree wouldn't have been big enough. It's a unity tree, so I'm not sure I can animate it any other way. If I come back to this, I'll give these suggestions a try, though.
Another absolutely amazing animation~ top notch modelling, animation and it's smooth enough to almost seem real. ^^ Shame the prey was so small he didn't make any sort of bulge even while going down the neck and graphic digestion isn't a thing ive ever enjoyed so I didn't enjoy this as much as when Byron ate that big anthro pig but that's just my personal preference and this wasn't made for me so im not complaining.
The internal view was very well done and fun to watch to, im sure any vore fan of macro pred and micro prey, internal view and maw play will love the heck out of this animation in any POV, your fan base is going to build real quick at this rate Ante. ^^ Can't wait to see what you make next.
The internal view was very well done and fun to watch to, im sure any vore fan of macro pred and micro prey, internal view and maw play will love the heck out of this animation in any POV, your fan base is going to build real quick at this rate Ante. ^^ Can't wait to see what you make next.
Awe! That was so mean! :( it's hard enough for us nose fetishist to find someone willing to indulge our fetish - but to be tricked and digested alive ><
Heh, anyway ; this is a great animation! Very well done. Shame that little guy didn't get his "nose-related" fun, though.
Heh, anyway ; this is a great animation! Very well done. Shame that little guy didn't get his "nose-related" fun, though.
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